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Illusion tempo/aggro with a backup combo element and Lords a plenty. Main wincon are quick creatures with evasion that can be protected and pumped. A sideboard full of hatred and counter ability that can transform the deck into more of a delver type build that sits behind a "small" evading creature that is doing the beatdown or just defends until you can pull off the game ending Architect + Pili-Pala + Mindshieker combo.Plays a lot like Mono Blue devotion but less dependent on a quick strike due to the critter protection provided and the Pili-Pala + Grand Architect infinite mana combo that lets you come back from the most improbable board states.Not exactly Pro Tour ready but: Modern legal, reasonably fast and lots of fun to play.
Drop Illusions quickly. Protect and pump with Lord of the Unreal then Image the Lord. Kira gives additional protection to everything but obviously mainly to the non Illusion Lords and works in tandem with Spellskite to create a near untouchable board state.. Pump everything with the Architect or use the little blue dudes as mana ramp to drop Metamorph, Shackles, Sword, Spellskite and Pili-Pala. Architect combos with Pili-Pala for infinite mana, (paint Pili blue with the Architect and start the tap/untap cycle netting you 1 colored mana every time as soon as Pili is free of summoning sickness), that is then pumped directly into the Mindshrieker for an instant mill, (or used to return all of your opponents permanents to their hand with an overloaded Rift and charge with your horde). Mindshrieker, (and the Sword), also assists in reaching the Phantasm payoff when it is not busy being part of the game ending combo.Nykthos can give you a nice boost to drop something ahead of curve even without the Architect in play. The School gives you an additional use of Nykthos and Ruins midgame or untaps Thassa, (or in a pinch even Kira), for blocking duties. If you opponent drops something nice then copy it with Image/Metamorph, (or steal it with Shackles), and cash in on the pumps from the Lords it so that it is bigger then the original. Racing with this deck is rarely a problem. Gather the troops and charge under the protection of Kira and all those Lords, add to that Thassa's unblockable ability and the little guys can become quite a handful.Muddle any board wipes, or use the un-counterable transmute effect to turn it into a Lord, Image, Rift, Truth, Mindshrieker, Spellskite or Pili-Pala. If you need to change gears for game two then there are counter spells waiting in the sideboard to take the deck into a more controlling direction where you rely on less of a swarm strategy and more on dictating play while a critter or two does the heavy lifting. If you are facing a build that does not interact with your deck to much then grab some hate out of the SB and charge.
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